/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: nGenEx.lib FILE: Scene.cpp AUTHOR: John DiCamillo OVERVIEW ======== A 3D Scene */ #include "MemDebug.h" #include "Scene.h" #include "Graphic.h" #include "Light.h" void Print(const char* fmt, ...); // +--------------------------------------------------------------------+ Scene::Scene() { } Scene::~Scene() { background.destroy(); foreground.destroy(); graphics.destroy(); sprites.destroy(); lights.destroy(); } // +--------------------------------------------------------------------+ void Scene::AddBackground(Graphic* g) { if (g) { if (!background.contains(g)) background.append(g); g->SetScene(this); } } void Scene::DelBackground(Graphic* g) { if (g) { background.remove(g); g->SetScene(0); } } // +--------------------------------------------------------------------+ void Scene::AddForeground(Graphic* g) { if (g) { if (!foreground.contains(g)) foreground.append(g); g->SetScene(this); } } void Scene::DelForeground(Graphic* g) { if (g) { foreground.remove(g); g->SetScene(0); } } // +--------------------------------------------------------------------+ void Scene::AddGraphic(Graphic* g) { if (g) { if (!graphics.contains(g)) graphics.append(g); g->SetScene(this); } } void Scene::DelGraphic(Graphic* g) { if (g) { graphics.remove(g) || // it's gotta be in here somewhere! foreground.remove(g) || // use the logical-or operator to early sprites.remove(g) || // out when we find it... background.remove(g); g->SetScene(0); } } // +--------------------------------------------------------------------+ void Scene::AddSprite(Graphic* g) { if (g) { if (!sprites.contains(g)) sprites.append(g); g->SetScene(this); } } void Scene::DelSprite(Graphic* g) { if (g) { sprites.remove(g); g->SetScene(0); } } // +--------------------------------------------------------------------+ void Scene::AddLight(Light* l) { if (l) { if (!lights.contains(l)) lights.append(l); l->SetScene(this); } } void Scene::DelLight(Light* l) { if (l) { lights.remove(l); l->SetScene(0); } } // +--------------------------------------------------------------------+ void Scene::Collect() { ListIter iter = graphics; while (++iter) { Graphic* g = iter.value(); if (g->Life() == 0) { delete iter.removeItem(); } } iter.attach(sprites); while (++iter) { Graphic* g = iter.value(); if (g->Life() == 0) { delete iter.removeItem(); } } ListIter iter1 = lights; while (++iter1) { Light* l = iter1.value(); if (l->Life() == 0) { delete iter1.removeItem(); } } } // +--------------------------------------------------------------------+ bool Scene::IsLightObscured(const Point& obj_pos, const Point& light_pos, double obj_radius, Point* impact_point) const { Point dir = light_pos - obj_pos; double len = dir.Normalize(); Scene* pThis = (Scene*) this; // cast-away const Graphic* g = 0; bool obscured = false; ListIter g_iter = pThis->graphics; while (++g_iter && !obscured) { g = g_iter.value(); if (g->CastsShadow() && !g->Hidden() && !g->IsInfinite()) { double gdist = (g->Location() - obj_pos).length(); if (gdist > 0.1 && // different than object being obscured g->Radius() > obj_radius && // larger than object being obscured (g->Radius()*400)/gdist > 10) { // projects to a resonable size Point delta = (g->Location() - light_pos); if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light Point impact; obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false; if (impact_point) *impact_point = impact; } } else if (obj_radius < 0 && gdist < 0.1) { // special case for camera (needed for cockpits) Point delta = (g->Location() - light_pos); if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light Point impact; obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false; } } } } g_iter.attach(pThis->foreground); while (++g_iter && !obscured) { g = g_iter.value(); if (g->CastsShadow() && !g->Hidden()) { double gdist = (g->Location() - obj_pos).length(); if (gdist > 0.1 && // different than object being obscured g->Radius() > obj_radius && // larger than object being obscured (g->Radius()*400)/gdist > 10) { // projects to a resonable size Point delta = (g->Location() - light_pos); if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light Point impact; obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false; if (impact_point) *impact_point = impact; } } else if (obj_radius < 0 && gdist < 0.1) { // special case for camera (needed for cockpits) Point delta = (g->Location() - light_pos); if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light Point impact; obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false; } } } } return obscured; }